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// uniform int has_normal_map;
// uniform sampler2D normal_map;
uniform sampler2D texture_data;
void main()
{
vec2 inverted_texcoord = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y);
vec4 texel = texture(texture_data, inverted_texcoord);
if (texel.a != 1.0) {
discard;
}
// mat3 tbn = compute_tbn();
// vec3 normal = has_normal_map != 0
// ? normalize(tbn * (texture(normal_map, inverted_texcoord).xyz * 2.0 - 1.0))
// : normalize(vertex_normal);
vec3 normal = normalize(vertex_normal);
vec3 lighting = compute_lighting_noshadow(normal);
frag_color = vec4(texel.rgb * lighting, texel.a);
}
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